// level_meadow

local level_meadow = Assault.Level:New("level_meadow")

// On entity created

function level_meadow:OnEntityCreated()
	Assault.Level.SpawnEntityPlayer(Assault.Vector:New(512, 512), "vgui/white", 0)
	
	// Walls
	
	Assault.Entities.EntitiesQuickCreate("prop_static", Assault.Vector:New(32, 32), 16, ScrH() - 64, Color(100, 100, 100, 255))
	Assault.Entities.EntitiesQuickCreate("prop_static", Assault.Vector:New(48, ScrH() / 2), ScrW() - 48, 16, Color(100, 100, 100, 255))
	
	// Entity quick create
	
	Assault.Entities.EntitiesQuickCreate("prop_explosive", Assault.Vector:New(600, 600), 16, 32, Color(255, 50, 50, 255))
	Assault.Entities.EntitiesQuickCreate("prop_physics", Assault.Vector:New(300, 300), 16, 16)
	Assault.Entities.EntitiesQuickCreate("prop_vehicle", Assault.Vector:New(100, 100), 48, 32, Color(50, 255, 50, 255))
end

// Create

level_meadow:Create()